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<title>surreality/src/linear_algebra.rs, branch main</title>
<subtitle>A game and rendering engine written in Rust. There are many like it, but this one is ours.
</subtitle>
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<updated>2026-07-18T10:48:13+00:00</updated>
<entry>
<title>pull the shader data stuff into its own file</title>
<updated>2026-07-18T10:48:13+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T10:48:13+00:00</published>
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separate from the linear algebra stuff

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Change-Id: I26fc7ac596f304fa35ca7a4d0e1349d4fa0685ee
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</entry>
<entry>
<title>draw the image</title>
<updated>2026-07-18T10:15:56+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T10:15:56+00:00</published>
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wow yay :)

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<entry>
<title>load a texture image</title>
<updated>2026-07-18T08:14:49+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-18T01:43:05+00:00</published>
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<content type='text'>
also refactor buffer management a little

this doesn't yet draw the texture

Change-Id: Id2efa761223a588bf599041ac525c3b988f0113b
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<entry>
<title>add Transformation::look_at()</title>
<updated>2026-07-17T21:25:30+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-17T21:25:30+00:00</published>
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now we have real camera behavior. yay!

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<entry>
<title>it spins!!!!</title>
<updated>2026-07-16T05:35:16+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-13T20:25:16+00:00</published>
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ahem. more formally: provide animated uniforms to the shader, and use them

the tutorial just wants us to do three matrices, and to defer all the actual math to a library it recommends. that would certainly be simpler. anyway, we use quaterion+offset for everything but the projection frustum, and do all the math ourselves

Change-Id: I399f432bebb1e7ca4d4342efa1d5aaf37b32f427
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<entry>
<title>use an index buffer now, and draw two triangles</title>
<updated>2026-07-12T01:00:08+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-12T01:00:08+00:00</published>
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Change-Id: I2c58bad402908fa36caf271da3cae78e43ef3110
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<entry>
<title>allocate and use a vertex buffer</title>
<updated>2026-07-10T04:26:44+00:00</updated>
<author>
<name>Irene Knapp</name>
<email>ireneista@irenes.space</email>
</author>
<published>2026-07-10T04:26:44+00:00</published>
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kinda cool how the driver interfaces with the kernel to map memory on our behalf

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